HISE Compatibility with Windows 11 and Cubase 12
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@Christoph-Hart Got it. Is there a reason this is a HISE-specific thing? Other plugins don't seem to have issues with the different buffer sizes (correct me if I'm wrong). Most of these support tickets from our users say CUBE is the only plugin that doesn't work with their settings, which is a pretty bad look.
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@Casey-Kolb Yes this is a deliberately optimization in HISE that ensures that the CPU usage is as low as possible. By enforcing this all the modulators can run at 8x times lower than audio rate so it saves huge amounts of CPU. Try setting the
HISE_EVENT_RASTER
to 1 and compare the CPU usage.There is absolutely no reason not to use a buffer size other that's not a multiple of eight except for ignorance on the end user's part (or lack of better knowledge).
It deals with varying buffer sizes pretty well (REAPER for example splits up buffers at the loop point), but if the buffer size isn't dividable by eight, you will get periodic crackling, so I shut down the processing and show the error message in the overlay.
I might add a way of catching and displaying these messages when the overlay isn't disabled, but apart from that there's nothing to be done - except for setting
HISE_EVENT_RASTER
to 1 and explaining every user why the CPU has increased in your last update. -
@Christoph-Hart Noted.
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@Christoph-Hart Will
Settings.getCurrentBufferSize()
work as a check when the user loads the plugin? I'm thinking we might just add our own overlay so we can keep the main HISE overlay off. -
@Casey-Kolb I think a better way is to add a custom error handler as this might also catch other critical errors (eg. samples not found or the copy protection being invalid).
You can also use this with:
https://docs.hise.audio/scripting/scripting-api/engine/index.html#showerrormessage
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@Christoph-Hart Our CUBE OpenGL component overlays everything regardless of order, so we have to go custom for all modals in order to hide the OpenGL first
Just confirming that
Settings.getCurrentBufferSize()
will return the DAW's buffer size and not just the Standalone buffer size? -
@Casey-Kolb I would add something like
Engine.setErrorCallback(function(message, isCritical) { if(message.length == 0) { myPanel.set("visible", false); return; } myPanel.set("visible", true); myPanel.data.text = message; myPanel.repaint(); });
then you can show this however you like - no need to overlay everything.
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@Christoph-Hart That looks like a good solution!
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Engine.setErrorCallback(function(message, isCritical)
This isn't in the API yet is it?
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@Christoph-Hart Excellent!
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Does
Engine.showErrorMessage()
trigger the callback too? -
@d-healey sure.
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@Christoph-Hart Not working as expected. The first time there is an error it triggers but won't after that:
HiseSnippet 844.3ocsU88iZbCD1K2sUkMsQMR8O.KdZQ5BBZulDoSQkdbbsnFtfJWi5aQ97NbXcdsWY68ZQQ4+47Peucr2EXIgDUgZPHDyu+7mmY7LilCVq1PhZe8pBfD8UwyWobKGsjITjIWPhdX7Tl0AFZkpyWUvrVHiDEczO6UD09XR3y69wyYRlhCaUQHuRK3vKD4B2VsyF9qBo7RVFbsHug2mNbBWqFok5RDOGE2mTv32wtEth4cqULI5KFmIbZybGyAVRzwmqyVMeo9OUU9+JgUbiD7BCHywDUo9RsLyiXuVxnkBY1r0maKAyxrsrvQUrv2FOUjI1neKa7MACzsQzjOhZsK7NZG3MnI752.d6ARQMfzwUP5Qwy4FQgaqEOddP7DEd4rfgzdSnT4Ko0eGEORidnb8xY2AWZPgMQj9j98Ogh+z8rjDj5sNJrj9b5X0sBEzia.7bL1XzlegoxjfIs6YsSRfk8rfKneDSJuAujRWTp3NgVkJg6A4IzbDh3MW2j2jzFAfUKgdEFgxk1AoFWGrhuMjrDgRhEitNATs57RmSqF3wsQKS457BsBOAmPumIKqxoXAMsVpc6Z7ZQlNfpoUEOsy0KEVJ9kQCE8D5o95hG10bxsfaz5zm1otvc55Oe0keyI78wU2yZ.4qzN3kpz.zRdaB88MsXwdsUmp.ytGy9wCymJvTUY9MfoIw3cD6Y1sQL9i2H1bNgWwJMbTqlnDtWV.pO1zColJw+86Stf4X9t2ZcneEfwI7PH5B3dbUPUub63K.6cNcQv2Z9GmtcAqOrtSuhuIhLe.0jO4u1rufBCWsQX3MCsr6gIpYF.u77i.B6TcNlWlAcKpE4CGovgYcVoj41cB2uVq1.x16LV4GcTVgaUy0d+uM1+eEhOJdlvwWteL1ZOXDuS9bfw5kkec73EK.taK.ON9x+3yylQxuoKcB0sSYNi.6EhupLeN9dAGvpqTfz2siW19PCx88xdFXNnxBB+C9o13.ubTswAqMRxYbi907pYL+53uLnAwjJ7RTa7IQTlNfDl6v3h62qOIGeY30bt+3+XbTY+w7cGPLe+ADyoGPL+vADySNfXd5ADyy9jw3eT9mJc57pwATwrwgkQQQiULryJzER9WgsSdHC
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@d-healey have you cleared the error?
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@Christoph-Hart In that snippet I'm not but I did try that inside both the button callback and the error callback.
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Bumpy bump
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@d-healey @Christoph-Hart I haven't managed to get this to work yet even with a simple example. For some reason the error callback isn't being triggered in the compiled plugin or with the
simulateErrorEvent
function. Am I doing something wrong here?const var errorHandler = Engine.createErrorHandler(); const var stateLabel = Content.getComponent("critical_Error_State"); const var messageLabel = Content.getComponent("critical_Error_Message"); const var errorModal = Content.getComponent("critical_Error_Modal"); errorModal.showControl(false); errorHandler.setErrorCallback(function(s, m) { Console.print("Error"); // this never prints if (s == errorHandler.IllegalBufferSize) { showErrorModal("Illegal Buffer Size", "Please change your DAW's buffer size to a multiple of 8 (e.g. 32, 64, 128, 256, 512, 1024, 2048)."); } }); inline function showErrorModal(state, message) { stateLabel.set("text", state); messageLabel.set("text", message); errorModal.showControl(true); } errorHandler.simulateErrorEvent(errorHandler.IllegalBufferSize);
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@Casey-Kolb Do you have the same problem I had in my snippet?
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@d-healey I'm not using
Engine.showErrorMessage
so I think it's a slightly different issue. I can't get thesetErrorCallback
function to trigger withsimulateErrorEvent
or an actual illegal buffer size in the DAW.