Scripnode 101
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@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.
That would be nice indeed
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@christoph-hart That would be excellent.
related to oversampling:
After doing some tests, I'm finding that the send/receive nodes don't play nice with oversampling. Most of the time they show a samplerate mismatch error. This also happens with setMinimumSampleRate. Using that in conjunction with a dsp network that contains those nodes produces no output (probably because of the mismatch). -
@d-healey said in Scripnode 101:
@dustbro Click "onInit" and start adding components. You shouldn't use the interface designer for scripts that aren't the main interface, you should do it through scripting.
Ok... Why is that?
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@ursbollhalder When you save your project as an xml an xml file is also created for all of the components on your main interface, but no such file is created for secondary scripts.
This means that if you copy your script from one project to another it won't have any components on the UI, so you'd have to create them again. If you add the components inside the script then you can share that script with other projects or with other people and the UI will also be recreated automatically each time.
If you look at my modules on github you'll see they all define their own interface so that they can be dropped into any project and everything
willshould work. -
@d-healey Yeah! I see... I actually ran into that problem when creating a granular and a custom arp script processor with an interface. I thought it to be a great idea, creating these modules for reusability! But yeah, the next time I imported them in another project it was a mess! I then created a secondary js-file for them, in which I put all the Content.setPropertiesFromJSON for every element. Because also your knob modes (linear, decibel, etc.), as well as min and max values do not get saved without the xml!
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So the modchain does not have an audible output signal, right?
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@ursbollhalder Yes. It's supposed to be used with a peak node at the end so beyond that point the signal should not matter anymore.
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@christoph-hart Yep... That's what I messed up... I put a simple xfader into a modchain (doesn't make much sense, I know) and had that in a split container and was wondering where the signal was coming from! Oh my !
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@christoph-hart
If I mix between a dry and a wet signal with an xfader, is it correct to use the overlap or rms mode to avoid a drop in volume when adjusting the mix slider on top?https://docs.hise.audio/scriptnode/101/drywet.html note to self: RTFM!And as the last question... can I somehow dynamically load convolution files into my scriptnode house of wonder?!? Similar as to when I load those files into the standard HISE convolution module with a combobox f.e.?!
I have 3 convo containers that filter the incoming signal... etc. It would be nice if I could let the user make those choices in a combobox... see here:
https://drive.google.com/file/d/1GnAKZopF74ACH3vg8omvBH1xq6S-DkNA/view?usp=sharing
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So I added a couple of knobs to my scriptFx, as instructed above by @Christoph-Hart...
Now when I add f.e.
const var myKnob = Content.addKnob("myKnob", 30, 20);
and then later on take that line out and recompile, the knob and some xml-graveyard junk is still in there somehow! Also not sure where the xml for the scriptFx-interface would be, so I could frankenstein my way through this for now...
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And here's to my very last question of today:
Is there a reason not to forward the params to the UI but first creating intermediary one on the scriptFX ui? I could think of re-usabilty issues... but what else?!
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@ursbollhalder said in Scripnode 101:
intermediary one on the scriptFX ui?
If you add controls to the scriptFX UI, you can no longer access the DSP parameters from the main interface.
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@dustbro Yeah. It's either main interface to DSP parameters, or...
main Interface to scriptFX interface to DSP parameters?! Right?
With the second option you loose option No.1... -
@ursbollhalder said in Scripnode 101:
So I added a couple of knobs to my scriptFx, as instructed above by @Christoph-Hart...
Now when I add f.e.
const var myKnob = Content.addKnob("myKnob", 30, 20);
and then later on take that line out and recompile, the knob and some xml-graveyard junk is still in there somehow! Also not sure where the xml for the scriptFx-interface would be, so I could frankenstein my way through this for now...
Yes this is standard behaviour - your script is adding a knob, to remove it (in order to have it always appear in the smae place - just delete the knob in theVisual editor...
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@ursbollhalder said in Scripnode 101:
And as the last question... can I somehow dynamically load convolution files into my scriptnode house of wonder?!? Similar as to when I load those files into the standard HISE convolution module with a combobox f.e.?!
Not with a comboBox at the moment (at least I didn't find a way). Check this thread : Changing Impulses in Scriptnode.
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@lindon I somehow canโt access the interface editor for the scriptFx. Hitting that icon doesnโt do anything here!
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@ursbollhalder click the interface button and then the unlock button...
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@christoph-hart it would be nice to have a downsampling ability too for old algorithms emulation that you can tune like 8khz, 34.125khz, or any other fancy value.
Do you think it is a reasonable request ? -
@Christoph-Hart I had a perfectly working project that now won't export. All of the snowflakes are missing from my compiled nodes.
....and I'm seeing this error when I check the dll info.
Any thoughts?Looks like this happens from the Dec 8 commits.