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    Scripnode 101

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    • ustkU
      ustk @Dan Korneff
      last edited by

      @dustbro Oh yes of course! My bad!!!

      Can't help pressing F5 in the forum...

      1 Reply Last reply Reply Quote 0
      • ustkU
        ustk @Dan Korneff
        last edited by

        @dustbro Then you might not need a frame2_block, or?

        Can't help pressing F5 in the forum...

        Dan KorneffD 1 Reply Last reply Reply Quote 0
        • Dan KorneffD
          Dan Korneff @ustk
          last edited by

          @ustk Maybe, but without the frame2_block my DSP is glitchy and distorted.

          Dan Korneff - Producer / Mixer / Audio Nerd

          ustkU 2 Replies Last reply Reply Quote 0
          • ustkU
            ustk @Dan Korneff
            last edited by

            @dustbro That kinda makes sense. I'm trying to get the channels in the processFrame with no luck. in fact it works for the left channel but not for the right one. I'm investigating the use of span with no more luck since yesterday...

            Can't help pressing F5 in the forum...

            1 Reply Last reply Reply Quote 1
            • ustkU
              ustk @Dan Korneff
              last edited by ustk

              @dustbro Got something! Try this:

              	float getLeftSample(float input)
              	{
              		return input;
              	}
              	
              	float getRightSample(float input)
              	{
              		return input * 0.05f;
              	}
              	
              	// Process the signal here
              	template <typename ProcessDataType> void process(ProcessDataType& data)
              	{
              	}
              	
              	// Process the signal as frame here
              	template <int C> void processFrame(span<float, C>& data)
              	{
              		for (int i = 0; i<2; i++)
              		{
              			auto& s = data[i];
              			
              			s = i == 0 ? getLeftSample(s) : getRightSample(s);
              		}
              	}
              

              Can't help pressing F5 in the forum...

              Dan KorneffD 1 Reply Last reply Reply Quote 1
              • Dan KorneffD
                Dan Korneff @ustk
                last edited by Dan Korneff

                @ustk Nice one! That's pretty close. Something about it is making the DSP process differently on each channel.
                process.png

                Trying my code again with just the process block seems to work now with:

                	auto frame = data.toFrameData();
                

                Since the data is being converted to frame data, I no longer need to use a frame?_block.

                I can now pop it into a fix_block without glitches :)
                processbuffer.png

                Dan Korneff - Producer / Mixer / Audio Nerd

                ustkU 1 Reply Last reply Reply Quote 1
                • ustkU
                  ustk @Dan Korneff
                  last edited by

                  @dustbro Glad it works :)
                  But strange the last solution with the processFrame isn't working properly...

                  Can't help pressing F5 in the forum...

                  Dan KorneffD 1 Reply Last reply Reply Quote 0
                  • Dan KorneffD
                    Dan Korneff @ustk
                    last edited by

                    @ustk said in Scripnode 101:

                    strange the last solution with the processFrame isn't working properly

                    agreed

                    Dan Korneff - Producer / Mixer / Audio Nerd

                    1 Reply Last reply Reply Quote 0
                    • Dan KorneffD
                      Dan Korneff
                      last edited by

                      @Christoph-Hart Are we able to embed compiled SNEX nodes within other wrapped DSP networks?
                      When I try to compile DPS that contains a compiled SNEX node within it, I get the following errors:

                      \dspnetworks\binaries\source\main.cpp(18): error C2065: 'Test_Node': undeclared identifier 
                      \dspnetworks\binaries\source\main.cpp(18): error C2672: 'scriptnode::dll::StaticLibraryHostFactory::registerNode': no matching overloaded function found
                      
                      \dspnetworks\binaries\source\main.cpp(18): error C2974: 'scriptnode::dll::StaticLibraryHostFactory::registerNode': invalid template argument for 'T', type expected
                      

                      Dan Korneff - Producer / Mixer / Audio Nerd

                      C 1 Reply Last reply Reply Quote 0
                      • C
                        crd @Dan Korneff
                        last edited by

                        @dustbro I get the same errors.

                        1 Reply Last reply Reply Quote 0
                        • Dan KorneffD
                          Dan Korneff @Christoph Hart
                          last edited by

                          @christoph-hart said in Scripnode 101:

                          However I would rather add a dynamic oversample node that exposes the oversampling factor as parameter that can be modulated like any other knob.

                          @Christoph-Hart Just checking to see if this is still on your radar.

                          Dan Korneff - Producer / Mixer / Audio Nerd

                          1 Reply Last reply Reply Quote 1
                          • C
                            crd
                            last edited by crd

                            Has anyone here had any success trying to compile a scriptFX with global mod node in the network? Details about what I am trying to do are here:
                            https://github.com/christophhart/scriptnode_testsuite/issues/5

                            I understand what Christoph is saying but there seems to be no way to disable global nodes from compiling.

                            Also, are there any actual performance gains to be had by compiling in this specific case??

                            Matt_SFM 1 Reply Last reply Reply Quote 0
                            • Matt_SFM
                              Matt_SF @crd
                              last edited by Matt_SF

                              @crd You don' compile just nodes, you compile networks.
                              Regarding your problem, as Christoph suggested, try to create 2 separated scriptFX, the one with the global mod node (which won't be compiled) and the one with the Math.expr (which will be).

                              To enable/disable network compiling, click on this icon :

                              acea0573-b4e9-48da-87ce-df820c9ab438-image.png

                              And simply allow the compilation of the 'math' network.
                              When you'll create the DLL, only this network will be compiled.

                              If you're using Math.expr nodes (and similar) you have to compile the network first before being able to compile your plugin.
                              But - AFAIK - there's no (real) performance gain to be had by compiling 'classic' networks, except maybe for real complicated ones.

                              Develop branch
                              Win10 & VS17 / Ventura & Xcode 14. 3

                              C 1 Reply Last reply Reply Quote 0
                              • C
                                crd @Matt_SF
                                last edited by

                                @Matt_SF Are the two scriptfx just for the purpose of creating the dll? I’m away from my rig st the moment but am sure the edit properties window is not giving the option to disallow compiling global mod nodes in a network.

                                The network isn’t complicated but does involve many nodes so maybe there are no performance gains to be had by doing this anyways…

                                Matt_SFM 1 Reply Last reply Reply Quote 0
                                • Matt_SFM
                                  Matt_SF @crd
                                  last edited by Matt_SF

                                  @crd no no, you must compile any network containing Math nodes in a dll in order to be able to compile your plugin. Otherwise HISE will throw an error while creating your plugin.

                                  But since HISE can't compile global mod nodes into a dll, you have to split your network in 2 separated networks, disallow compilation of the network containing the global mod node and allow compilation of the one containing the math node.
                                  (When we speak of 'networks' it means 'scriptFX' because 1 scriptFX = 1 network.)

                                  So the math network will be embedded into the dll and the other will not. But when compiling your plugin, HISE will embed the dll and the other network directly into the plugin.

                                  Develop branch
                                  Win10 & VS17 / Ventura & Xcode 14. 3

                                  C 1 Reply Last reply Reply Quote 0
                                  • C
                                    crd @Matt_SF
                                    last edited by

                                    @Matt_SF How does that help in the case of a network that needs a global mod node to interact with a math.expr node?

                                    C 1 Reply Last reply Reply Quote 0
                                    • C
                                      crd @crd
                                      last edited by

                                      This is what I see when I edit the properties of a global node:Screen Shot 2022-04-05 at 8.44.30 PM.png

                                      It makes since to me that I would need to disallow these nodes from compiling into dll's but I do not see a way to do that. (but once again, I might just be spinning wheels here if there are no actual performance gains to be had by compiling these types of networks.)

                                      ulrikU 1 Reply Last reply Reply Quote 0
                                      • ulrikU
                                        ulrik @crd
                                        last edited by

                                        @crd I'm not sure this is what you're looking for but, to be able to enable/disable compiling of script FX you can't have anything in the module area selected because then you will see the properties of the selected node, if you press esc nothing will be selected and you will be able to enable/disable the compilation.

                                        nodes.gif

                                        Hise Develop branch
                                        MacOs 15.3.1, Xcode 16.2
                                        http://musikboden.se

                                        C 1 Reply Last reply Reply Quote 1
                                        • C
                                          crd @ulrik
                                          last edited by

                                          @ulrik Thanks - I did not notice that!

                                          Still, it seems impossible to compile a network with global mod nodes which means you can never use a global mod node and math.expr in an exported plugin...

                                          C 1 Reply Last reply Reply Quote 0
                                          • C
                                            crd @crd
                                            last edited by

                                            @Christoph-Hart

                                            Am I wrong or is not currently possible to compile a dll for a network that contains a global_mod node in it?

                                            Christoph HartC 1 Reply Last reply Reply Quote 0
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