HISE Logo Forum
    • Categories
    • Register
    • Login

    Adventures in ScriptNode - compiling nodes (part 2)

    Scheduled Pinned Locked Moved General Questions
    18 Posts 4 Posters 320 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • LindonL
      Lindon @Christoph Hart
      last edited by

      @Christoph-Hart said in Adventures in ScriptNode - compiling nodes (part 2):

      @Lindon If its the same module but just with different (public) parameters, then you just need to create three different networks (one shaper, one bitcrusher and one distorter), compile them to the dll and then create 12 hardcoded FX modules where you load up the corresponding network.

      That being said, it's probably smarter to merge them all into one FX per band, but that would just be my preferred design and I don't know the rest of the project and how you interact with the modules.

      so let me see if I get this right...from where I am above....

      for a single bitcrusher module, and a single distortion module I set them to Allow Compile...

      I run the compile to get a DLL,

      then I go round replacing each ScriptNodeFX with a HardCodedMasterFX, and select my required network from the drop down list?

      HISE Development for hire.
      www.channelrobot.com

      1 Reply Last reply Reply Quote 1
      • LindonL
        Lindon @d.healey
        last edited by

        @d-healey said in Adventures in ScriptNode - compiling nodes (part 2):

        @Lindon I'll try to find a bit of time to make a video this evening, can you send me a couple of your networks or a snippet to demonstrate with?

        -- sent you a snippet....

        HISE Development for hire.
        www.channelrobot.com

        1 Reply Last reply Reply Quote 1
        • Matt_SFM
          Matt_SF @Christoph Hart
          last edited by Matt_SF

          @Christoph-Hart said in Adventures in ScriptNode - compiling nodes (part 2):

          That being said, it's probably smarter to merge them all into one FX per band, but that would just be my preferred design and I don't know the rest of the project and how you interact with the modules.

          @Christoph-Hart In your opinion, what would be the best way to do it : one FX per band as you said or only one FX with an insane amount of parameters ? (because why not ?)

          Develop branch
          Win10 & VS17 / Ventura & Xcode 14. 3

          Christoph HartC 1 Reply Last reply Reply Quote 0
          • Christoph HartC
            Christoph Hart @Matt_SF
            last edited by

            @Matt_SF cpu wise it might be a bit more efficient to have them all in one FX but from a development perspective I would choose the layout with the least amount of redudancy which would be the one FX per band approach.

            Matt_SFM 1 Reply Last reply Reply Quote 0
            • Matt_SFM
              Matt_SF @Christoph Hart
              last edited by

              @Christoph-Hart noted 👍thank you!

              Develop branch
              Win10 & VS17 / Ventura & Xcode 14. 3

              1 Reply Last reply Reply Quote 0
              • d.healeyD
                d.healey
                last edited by

                This post is deleted!
                1 Reply Last reply Reply Quote 0
                • d.healeyD
                  d.healey
                  last edited by

                  @Lindon I've just put a video up on Patreon https://www.patreon.com/posts/how-to-compile-72159610?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator

                  Christoph HartC LindonL 2 Replies Last reply Reply Quote 5
                  • Christoph HartC
                    Christoph Hart @d.healey
                    last edited by

                    Great video. Just a minor remark: you don't have to press Escape anymore to get to the root properties, I've tucked them under the node-specific properties so they should be accessible when a node is selected too - it was super-bad UX having to press escape so that the green thing goes away...)

                    d.healeyD 1 Reply Last reply Reply Quote 2
                    • d.healeyD
                      d.healey @Christoph Hart
                      last edited by

                      @Christoph-Hart Aha that's good to know! I will cut that part out before making the public video.

                      1 Reply Last reply Reply Quote 0
                      • LindonL
                        Lindon @d.healey
                        last edited by

                        @d-healey said in Adventures in ScriptNode - compiling nodes (part 2):

                        @Lindon I've just put a video up on Patreon https://www.patreon.com/posts/how-to-compile-72159610?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator

                        yep - great video. Well done. Thanks...

                        HISE Development for hire.
                        www.channelrobot.com

                        1 Reply Last reply Reply Quote 1
                        • First post
                          Last post

                        56

                        Online

                        1.7k

                        Users

                        11.7k

                        Topics

                        101.7k

                        Posts