Scripnode 101
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@dustbro ok, managed to compile the scriptfx. I have a file called 'project.dylib' in the dll folder. Opened up the project and everything looks the same as before - The project doesn't use the new dll I don't think. What am I missing?! :face_with_tears_of_joy:
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@danh Same here. Managed to compile the network but not to use the "frozen" dll version... Works with expr.node networks though
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@matt_sf did you get a .dll file after compilation? And do you get one when you compile an expr.node?
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@matt_sf I get this message at the end of compilation, doesn't look quite right to me!
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@danh I do get a dll file for both networks but only the one with expr.node seems to use the actual dll... Don't know why
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@danh said in Scripnode 101:
@matt_sf I get this message at the end of compilation, doesn't look quite right to me!
Not quite right indeed :D
You should see something like this :
Did you "Allow compilation" of your network ?
(Deselect everything an press "P")
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@matt_sf I haven't done that , no. Where do I access that menu?
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@danh found it!
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@matt_sf Ok I've jumped through a few more hoops...
I rebuilt the script fx and now I get this error when trying to compile:
❌ /Users/DANH/Documents/HISEPROJECTS/TEST copy/DspNetworks/Binaries/Source/Main.cpp:18:25: no member named 'CHORUSNEW' in namespace 'project' registerNode<project::CHORUSNEW>();
I named the script fx 'CHORUSNEW' but that hasn't made any difference. I can see the script fx properly referenced in my project XML file... Any ideas?
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@danh Right, CHORUSNEW.h has finally appeared in the source folder... Now a bunch of new errors when trying to compile
❌ /Users/DANH/Documents/HISEPROJECTS/TEST copy/DspNetworks/Binaries/Source/CHORUSNEW.h:82:41: use of class template 'jdsp::jpanner' requires template arguments jdsp::jpanner,
Any ideas?!
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@danh I won't be of any help on that matter... What I noticed is that once you start messing around with compiling, changing names/nodes, compiling again, etc... It messes up the whole project and produces errors even after cleaning the build directory...
At the moment it's like : do it right the first time or don't do it
What you can try is to export your network, create a new project folder and start anew... -
@matt_sf This is pretty much my experience! Will make it again and see!
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- Could anyone explain to my what is the "playground" "snex" and all that jazz ?
- Can I build CPP withing the scriptnode to include/build in HISE for future use ?
- What is this DLL business I see in this thread ?
- Am I supposed to build scriptnode fx in the "playground/Snex" rather then within HISE ?
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Could anyone explain to my what is the "playground" "snex" and all that jazz ?
https://docs.hise.audio/scriptnode/manual/snex.html
https://docs.hise.audio/scriptnode/index.html- Can I build CPP withing the scriptnode to include/build in HISE for future use ?
- What is this DLL business I see in this thread ?
You can (and probably should) export your node networks as a dynamic library (DLL on Windows) that will be compiled into your HISE project. This converts the scriptnode patch to C++/Assembly which will also improve efficiency.
- Am I supposed to build scriptnode fx in the "playground/Snex" rather then within HISE ?
You should use the SNEX Workbench.
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@d-healey said in Scripnode 101:
You can (and probably should) export your node networks as a dynamic library (DLL on Windows) that will be compiled into your HISE project. This converts the scriptnode patch to C++/Assembly which will also improve efficiency.
Why , does it not end up the same when I export my plugin ? Not too concerned about performance while making it ...yet , anyways.
"You should use the SNEX Workbench."
So is SNEX Workbench meant for programming rather then a NODE environment ? -
Why , does it not end up the same when I export my plugin
No it has to be compiled separately first.
@lalalandsynth said in Scripnode 101:
So is SNEX Workbench meant for programming rather then a NODE environment ?
It's for both.
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@d-healey said in Scripnode 101:
No it has to be compiled separately first.
Interesting, I was sure I read that it was the same in the end.
So what is the difference between making a dll and exporting as cpp ?
And what is the benefit of building an FX in SNEX Workbench rather then within Hise where I can make them In context ? -
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@lalalandsynth said in Scripnode 101:
what is the benefit of building an FX in SNEX Workbench rather then within Hise where I can make them In context ?
You can only compile the FX in the workbench. But like you I think it seems preferable to create the FX in a HISE project rather than the workbench, and then compile it when finished
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@crd I don't think that's the case actually, I think you're better off compiling all scriptnode fx for better cpu usage.
"Be aware that this is another contender for worst CPU usage for a simple effect (if you compile it the CPU usage will drop significantly)."