Compile error
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@d-healey Ok, found the problem... something was messed up in the HISE folder, so I deleted everything, got the latest Scriptnode and JUCE, now it runs fine. I apologize for wasting your time on such a trivial issue. Thanks mate!
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got the latest Scriptnode and JUCE
You should use the version of JUCE that comes with HISE - unless you're doing something special.
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@d-healey when I downloaded the latest scriptnode using github and started compiling it I got another error message, this time from xcode, stating that the project had been made using an obsolete juce version and that in order to compile it I had to save it in the updated version, so I updated and now everything seems to work
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@alepan The most recent version is the develop branch, not scriptnode
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@d-healey Oh ok thanks!
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@d-healey Actually it was the develop branch, my bad...
So, this morning I opened HISE and I got no sound... Even in a blank project with only a waveform generator, I can see activity on the keyboard and on the generator meters, but no activity on the global meters and no sound at all.
I've just tried to recompile HISE and now I'm getting these "semantic" errors:virtual void workbenchChanged(snex::ui::WorkbenchData::Ptr newWorkbench) = 0;
template <typename C> struct SnexWorkbenchPanel : public FloatingTileContent,
public Component,
public snex::ui::WorkbenchData::Listener,
public snex::ui::WorkbenchManager::WorkbenchChangeListener
{
using Ptr = snex::ui::WorkbenchData::Ptr;SnexWorkbenchPanel(FloatingTile* parent): FloatingTileContent(parent) { auto wb = static_cast<snex::ui::WorkbenchManager*>(getMainController()->getWorkbenchManager()); static_assert(std::is_base_of<snex::ui::WorkbenchComponent, C>(), "not a workbench component"); wb->addListener(this); setWorkbench(wb->getCurrentWorkbench()); } ~SnexWorkbenchPanel() { auto wb = static_cast<snex::ui::WorkbenchManager*>(getMainController()->getWorkbenchManager()); wb->removeListener(this); } void workbenchChanged(snex::ui::WorkbenchData::Ptr newWorkbench) override { auto wb = static_cast<snex::ui::WorkbenchManager*>(getMainController()->getWorkbenchManager()); if (newWorkbench == wb->getRootWorkbench() || newWorkbench == nullptr) setWorkbench(newWorkbench); } void recompiled(Ptr p) override { } bool showTitleInPresentationMode() const override { return forceShowTitle; } int getFixedHeight() const override { if (content != nullptr) return content->getFixedHeight(); return 0; } void setWorkbench(Ptr wb) { content = nullptr; if (wb != nullptr) { content = new C(wb.get()); auto asComponent = static_cast<Component*>(content.get()); asComponent->setLookAndFeel(&getMainController()->getGlobalLookAndFeel()); addAndMakeVisible(asComponent); } resized(); }
I didn't change anything in the projucer file... any clues on what happened?
Thank you for your patience! :) -
@alepan How many copies/versions of the HISE source code do you have on your system?
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@d-healey only the one I downloaded with GitHub, I deleted all the previous versions some time ago
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@alepan Did you clean the build folder before you tried to recompile?
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EDIT: nevermind, I found the command. Trying to rebuild now.
@d-healey mmm nope, inside xcode? how can I do it?
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@d-healey Still getting errors in SnexFloatingTiles.h
The strange thing is that I didn't do anything either in the source code (I'm not able to..!) or in the Projucer settings... -
inside xcode? how can I do it?
I can't remember the setting but it will be something like Clean Build Folder, or you can just delete the build folder manually in Finder.
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@ulrik Thank you!
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@d-healey I cleaned and rebuilt, but I'm still getting those errors... I think I'll try deleting everything and proceed with a clean install, I see no other solutions at the moment. I'll let you know if it goes well. Thanks for your support!
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@d-healey @ulrik, ok I deleted everything and re-downloaded the develop branch, and it recompiled.
Unfortunately I'm still getting no sound out of HISE...
Here is a snippet with just a waveform generatorHiseSnippet 938.3oc4W0siSaDEd7lcVQVZQkJPkK8EbwhDEEGnzJ0KHraRfnR1DsdA5cngwmrYzZOi03wgFUw6VeD5i.OB7F.mwNYs8VugzzBUE7EQ4723uy+iGqUbHIQoINMOddLPb9Jp+boY5ASYBIYPWhyUnCYIFP6lyZ+4wrjDHf33z3QVFNM2lj871GrOKjI4PAKB4YJAGdhHRXJ3NtyuHBC6yBfiEQkz9dcFvUxCTgpTDOMnsHwL9orSfCYV01hRb1oWfvnz9FlARHNz8UAy8mpdkLW+mIRDuLDrDdDe7fxY2WEFXQr8+ilA5YB3Uk4QNXpHLX7xXQBAO4wEQlF4QlqQGJBDmwuHB8MYBbKrnbLxYqpPtQEH6cQPtFH4TBRamCoqR84ZQroPhEOWlNPhIrILLUTFJ45Rb9C5AJTAo4NQrSg9Zj3LC169sZcaW7ma8ySRkbiPIcUxCUFXjbuas6uuayce8ttmWzjI0Jy9ZzpvPPWqXa1WuJC2SlF8RPea2YrvT3LEQ2uZLcm0Klxy85RJpjCjBynXXAcQQgWMY.xhvF9umNnKyvrIkE7P8hAsQXgiSWXFV0mmhZR6BImZTwXc+eI+gUNpfzPloZ4jsuZg.LdTIGZSTxDgYd49tyWis8EGOZUaaQsd6ZB2qRGKL7o0i2spAuXT6iMdWzw90zdSl.bSAX2l1+WWY64+5P454P4xzmylAYiVy.x0ynmnzQtOBjf1FS8Vwv0+bcGtFu1CWGwMHDNVyjIwpDvq7IeNYsKKqKXRkUUOmUEsrtWez8Jo2k5rjY6xLGyjUNLjtxIMT7aEju4A8jLLg3Cn2DLJgiNqM1UtcXbZXB7bQfYpWYCKX2tL6GyzAXdgWo.swp1ybgCXp12VR+Ovxlc9Xsr4S5ff+4ysZrdv8Crar4RL5KhhCgdxYPHNbNCieKNMdBKMzrja0dtgJoJdpRJpTMbDXzhSNApTjUqC8PiAuwRAmq04HHDXIk5CuYmmHj.SiwIXCiE+8umPs4qaPygqqcPg6mG6aZ7E+9lU2ghyR++Sl96n3781tYoa2+6y2GoRMB4ICY3z.biD8vzHebYJGPDKkPncOgyV1qIlS2xRagiOHCxHdG9rPnmk1YgPukB+j7NhXbs5E77qXaGXboLNneKy9Nql3G7gztdjrqci1QacmVjHbsyK3baM82iwm5so8FXyc2.at2FXyOrA1b+MvlebCr4mVoM1M9OL0nhxq+QFi6k88GNN42FJqUf7dfnuhz.
I can see both midi and audio activity in the generator and its meters, but nothing happens in the Master Chain.
The interface is set correctly (UAD Apollo, 48KHz, Buffersize 512); I really can't understand... -
@alepan Your snippet works fine here, there is something wrong with your audio setup.
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@alepan works here too
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