AudioLoopPlayer load
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@d-healey Unfortunately this is of no use to me David - but thanks for your support.
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@d-healey
As I said - this is my starting point
I have two knobs - one calls up the folder (InstrumentID).
the other calls the sample (VariationID)So at the moment it's like this via the knobs:
a. The folder is selected for example "Kickb. the sample is selected "sample3.wav".
and this is then loaded into the LoopPlayer.
reg myList = Engine.loadAudioFilesIntoPool(); Console.print(trace(myList)); var InstrumentID_S1; var VariationID_S1; const var Instrument_S1 = ["Bass", "Kick", "Snare", "HiHat", "Tom", "Cymbal", "Crash", "Perc", "Electro", "FX" ]; const var Sample_S1 = ["sample1.wav","sample2.wav","sample3.wav","sample4.wav","sample5.wav","sample6.wav","sample7.wav"]; //Start Knob-KitSelector---------------------------------------------------------------------------------------------------------------------- inline function onKitSelector_Knob_S1Control(component, value){ InstrumentID_S1 = parseInt(value); Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile("{PROJECT_FOLDER}"+Instrument_S1[InstrumentID_S1]+"/"+Sample_S1[VariationID_S1]); }; Content.getComponent("KitSelector_Knob_S1").setControlCallback(onKitSelector_Knob_S1Control); //End -------------------------------------------------------------------------------------------------------------------------------------- //Start Knob-SampleSelector---------------------------------------------------------------------------------------------------------------------- inline function onSampleSelector_Knob_S1Control(component, value){ VariationID_S1 = parseInt(value-1); Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile("{PROJECT_FOLDER}"+Instrument_S1[InstrumentID_S1]+"/"+Sample_S1[VariationID_S1]); }; Content.getComponent("SampleSelector_Knob_S1").setControlCallback(onSampleSelector_Knob_S1Control); //End --------------------------------------------------------------------------------------------------------------------------------------
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Get the list of audio files with Engine.loadAudioFilesIntoPool. Then you can use a loop and the string functions to automatically split that list into two arrays, one for the folders and one for the samples.
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@d-healey Thanks David - that's what I meant - if I could do that I wouldn't ask here.
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@MikeB Which part are you stuck at?
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@d-healey Folders and samples have names of different lengths. How can I separate them with string?
Besides, the user should not get a hi-hat sound if he has selected kick.
But only the samples from the Kick folder. -
If you have a string like
const s = "{PROJECT_FOLDER}Kick/sample12.wav"
You can get the folder with
const ss = s.substring(s.indexOf("}") + 1, s.indexOf("/"));
Ready for an hour of trial and error ;)
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@MikeB Are you going to Include The Audiofiles into Dll?
Or ship With Zip File? -
Beaware!
This, Engine.loadAudioFilesIntoPool();
And include Audio Files in resources Will Add Weight to Your Components, Dll, Vst3 Files.
And You easily Will get Out Of Heap error. -
@Natan I think you can ship the audio files as a separate data file.
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@d-healey @Natan
I have asked several times in this forum whether the audio files for the AudioLoopPlayer can be installed separately and - more importantly - whether they are protected.Both were answered with no.
Above all, there is no protection such as Monolith for samples used in the AudioLoopPlayer. - Or?
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@MikeB said in AudioLoopPlayer load:
there is no protection such as Monolith for samples
Monolith isn't "protection" it's compression. HISE is open source, it wouldn't take an experienced programmer very long to reverse the compression.
But yes it is possible to ship asset files as a separate data file
Export Pooled Files to Binary Resource Will collect all pooled Audio-, Image-, MIDI files and SampleMaps and save them as .dat files in a newly created PooledResources folder in your project.
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@d-healey
I'll leave it David. It's not enough for you to throw me little nibbles and then smugly say - now try a few hours.
I know you mean well - but sorry -
@d-healey
I know that Monolith is not a protection - but a big obstacle against the use of the samples by the normal user - orSince it is not possible to protect the samples for the AudioLooPlayer against further use the only possibility at the moment is
is to embed them. -
@MikeB Well the audio files will be put into a .dat file, which I think is similar to a monolith. I could be wrong though.
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@d-healey
Where and when are the audio files inserted into a dat.file????
Is there a description? -
It's in the export menu, this is all it says in the docs:
Export Pooled Files to Binary Resource
Will collect all pooled Audio-, Image-, MIDI files and SampleMaps and save them as .dat files in a newly created PooledResources folder in your project. -
@MikeB said in AudioLoopPlayer load:
It's not enough for you to throw me little nibbles
Which part do you need? We've figured out how to get an array of audio file names, I've shown you how to use string functions to get the folders from those names, and you can use the same string functions with a slight adjustment to get the file names.
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This is my status
in reg myList are 500 samples in this form"{PROJECT_FOLDER}Kick/Dumpy.wav",
"{PROJECT_FOLDER}Snare/Dryer.wav",
"{PROJECT_FOLDER}Perc/Bongos.wav", etc.reg myList = Engine.loadAudioFilesIntoPool(); Console.print(trace(myList)); const ss = myList.substring(s.indexOf("}") + 1, s.indexOf("/")); Knob 1 - Select Folder Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile Knob 2 - Select Sample Synth.getAudioSampleProcessor("Audio Loop Player_S1").setFile