Critical Bugfix: chain rendering in frame context
I found a really critical issue that causes a chain node to be rendered twice when used inside a frame2block. Not sure how I could oversee this, but this leads to pretty significant differences in the processing (eg. oscillators running an octave higher than they should).
It can be reproduced as simple as this:
Bypassing the frame2block node (= resorting to block processing) will cause the octave to jump around.
container.fixblocknodes aren't affected, but if you're using a frame2block you will most likely need to check your algorithm. However if you compiled the node to C++ (which is highly recommended for frame processing), it will work correctly (and that might be the cause of some differences between interpreted and compiled nodes).
It's fixed now, so please make sure that it doesn't screw with your existing networks.
Thanks so much! I was wondering why my dsp sounded different pre/post dll compile
@dustbro Yeah, it took me an hour figuring this out followed by an hour of facepalming myself...