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    Is it possible to get the Display Buffer into a Floating Tile?

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    • Christoph HartC
      Christoph Hart @griffinboy
      last edited by

      @griffinboy no currently there is no floating tile for this task but this method

      Link Preview Image
      HISE | Scripting | DisplayBuffer

      A reference to a ringbuffer inside scriptnode

      favicon

      (docs.hise.dev)

      will do the heavy lifting and create a path that you can render in a ScriptPanel using either the scripting API or if your in experimental mode, with the new CSS renderer…

      griffinboyG Dan KorneffD 3 Replies Last reply Reply Quote 1
      • griffinboyG griffinboy has marked this topic as solved on
      • griffinboyG
        griffinboy @Christoph Hart
        last edited by griffinboy

        @Christoph-Hart
        Thanks I am looking into it!
        I am having an issue understanding the documentation though, what am I doing wrong?
        I haven't managed to draw a path using the buffer yet. I've set up this paint routine to draw the path inside a tile but I am not getting anything .
        The buffer is definitely working because I am also setting a slider to the peak value, which is working.

        46aee259-645b-4b4f-8b0e-4220ff35c089-image.png

        EDIT:
        I solved it

        77daf473-7f0e-4c0d-8ff9-c8ca4148e034-image.png

        1 Reply Last reply Reply Quote 0
        • griffinboyG griffinboy has marked this topic as unsolved on
        • griffinboyG griffinboy has marked this topic as solved on
        • Dan KorneffD
          Dan Korneff @Christoph Hart
          last edited by

          @Christoph-Hart How is the inverted plotter supposed to work? I was assuming that a plotter would set the value at the bottom of the panel to 0 and draw upwards, and an inverted plotter would set the value at the top of the panel to 0 and draw downwards.

          I'm not seeing any difference when I change the START and use drawPath.

          g.createPath(area, [0,1,0,-1], 0.0);
          Screenshot 2024-10-15 095328.png

          g.createPath(area, [0,1,0,-1], 1.0);
          Screenshot 2024-10-15 095400.png

          I AM seeing a difference if fillPath:
          g.createPath(area, [0,1,0,-1], 0.0);
          Screenshot 2024-10-15 095303.png

          g.createPath(area, [0,1,0,-1], 1.0);
          Screenshot 2024-10-15 095247.png

          The question: Is this the way it's supposed to work? If so, how can I invert the value of a display buffer so I can start drawing at the top of the panel?

          // Oscilloscope:
          d.createPath([0, 0, w, h],   // target rectangle 
                       [-1, 1, 0, -1], // samplerange 0 - numSamples,
                                       // valuerange: from -1 to 1
                       0.0);           // start at the center (bipolar)
          
          // Plotter
          d.createPath([0, 0, w, h],   // target rectangle 
                       [0, 1, 0, -1],  // samplerange 0 - numSamples,
                                       // valuerange: from 0 to 1
                       0.0);           // start at the bottom (unibipolar)
          
          // Inverted Plotter
          d.createPath([0, 0, w, h],   // target rectangle 
                       [0, 1, 0, -1],  // samplerange 0 - numSamples,
                                       // valuerange: from 0 to 1
                       1.0);           // start at the top (negative)
          

          Dan Korneff - Producer / Mixer / Audio Nerd

          ustkU 1 Reply Last reply Reply Quote 0
          • ustkU
            ustk @Dan Korneff
            last edited by

            @Dan-Korneff Seems to work if you just flip the height to be a negative value:

            var p = gr.createPath([a[0], a[1], a[2], -a[3]], [0,1,0,-1], 0.0);
            

            Can't help pressing F5 in the forum...

            Dan KorneffD 1 Reply Last reply Reply Quote 0
            • Dan KorneffD
              Dan Korneff @ustk
              last edited by

              @ustk You're hired!

              Dan Korneff - Producer / Mixer / Audio Nerd

              1 Reply Last reply Reply Quote 2
              • Dan KorneffD
                Dan Korneff @Christoph Hart
                last edited by

                @Christoph-Hart I need to increase the buffer size to about twice what's available to the Plotter. Can I just change this:

                return SimpleRingBuffer::withinRange<4096, 32768 * 4>(v) && wasPowerOfTwo;
                

                to:

                return SimpleRingBuffer::withinRange<4096, 32768 * 8>(v) && wasPowerOfTwo;
                

                Or will this blow up??

                Dan Korneff - Producer / Mixer / Audio Nerd

                Dan KorneffD 1 Reply Last reply Reply Quote 0
                • Dan KorneffD
                  Dan Korneff @Dan Korneff
                  last edited by

                  So far, no explosions

                  Dan Korneff - Producer / Mixer / Audio Nerd

                  ustkU JulesVJ 2 Replies Last reply Reply Quote 2
                  • ustkU
                    ustk @Dan Korneff
                    last edited by

                    @Dan-Korneff I imagine the only issue would be that a longer buffer would require more time to create a path, but if it can be noticeable I don't know :man_shrugging:

                    Can't help pressing F5 in the forum...

                    1 Reply Last reply Reply Quote 1
                    • JulesVJ
                      JulesV @Dan Korneff
                      last edited by

                      @Dan-Korneff @ustk It seems interesting. Can you guys share a basic fast snippet for this please?

                      JulesVJ 1 Reply Last reply Reply Quote 0
                      • JulesVJ
                        JulesV @JulesV
                        last edited by

                        Bump please

                        orangeO 1 Reply Last reply Reply Quote 0
                        • orangeO
                          orange @JulesV
                          last edited by orange

                          @JulesV Here is a custom node example. After adding a display buffer to the custom node and compiling it, you need to open this node in HardcodedMasterFX and apply the following method. To get the look I wanted here, I had to keep the buffer length quite high, it's set to 65536 :)

                          The drawing process takes place in a timer object.

                          Pnlll2.gif

                          const var dp = Synth.getDisplayBufferSource("HardcodedMasterFX");
                          const var gr = dp.getDisplayBuffer(0);
                          
                          gr.setRingBufferProperties({
                          "BufferLength": 65536,
                          "NumChannels": 1
                          });
                          
                          const var Panel1 = Content.getComponent ("Panel1");
                          const var a = Panel1.getLocalBounds(0);
                          const var Cmpt = Engine.createTimerObject();
                          
                          Cmpt.setTimerCallback(function()
                          {	
                          	Panel1.setPaintRoutine(function(g)
                          	{
                          		g.setColour (this.get("bgColour"));
                          		g.fillRect(a);
                          		g.setColour(this.get("itemColour"));
                          		var p = gr.createPath(a, [0,1,0,-1], 1.0);
                          		g.fillPath(p, a);
                          	});
                          });
                          
                          Cmpt.startTimer(40);
                          
                          
                          LindonL 1 Reply Last reply Reply Quote 2
                          • LindonL
                            Lindon @orange
                            last edited by

                            @orange is there some reason you are declaring the paint routine in the timer and not outside it, then issuing a repaint in the timer?

                            HISE Development for hire.
                            www.channelrobot.com

                            orangeO 1 Reply Last reply Reply Quote 0
                            • orangeO
                              orange @Lindon
                              last edited by orange

                              @Lindon Not a specific reason, I just used the time object to refresh the paint.
                              If you have a better usage recommendation instead, I'm open to it.

                              LindonL 1 Reply Last reply Reply Quote 0
                              • LindonL
                                Lindon @orange
                                last edited by Lindon

                                @orange well clearly I havent tried it, but give this a go and see if it works?

                                const var dp = Synth.getDisplayBufferSource("HardcodedMasterFX");
                                const var gr = dp.getDisplayBuffer(0);
                                
                                gr.setRingBufferProperties({
                                "BufferLength": 65536,
                                "NumChannels": 1
                                });
                                
                                reg p;
                                const var Panel1 = Content.getComponent ("Panel1");
                                Panel1.setPaintRoutine(function(g)
                                {
                                	g.setColour (this.get("bgColour"));
                                	g.fillRect(a);
                                	g.setColour(this.get("itemColour"));
                                	p = gr.createPath(a, [0,1,0,-1], 1.0);
                                	g.fillPath(p, a);
                                });
                                
                                
                                
                                const var a = Panel1.getLocalBounds(0);
                                const var Cmpt = Engine.createTimerObject();
                                Cmpt.setTimerCallback(function()
                                {	
                                	Panel1.repaint()
                                });
                                
                                Cmpt.startTimer(40);
                                

                                HISE Development for hire.
                                www.channelrobot.com

                                orangeO 2 Replies Last reply Reply Quote 3
                                • orangeO
                                  orange @Lindon
                                  last edited by

                                  @Lindon That’s better, thanks :)

                                  LindonL 1 Reply Last reply Reply Quote 0
                                  • orangeO
                                    orange @Lindon
                                    last edited by

                                    This post is deleted!
                                    1 Reply Last reply Reply Quote 0
                                    • LindonL
                                      Lindon @orange
                                      last edited by

                                      @orange glad that it worked...

                                      HISE Development for hire.
                                      www.channelrobot.com

                                      JulesVJ 1 Reply Last reply Reply Quote 0
                                      • JulesVJ
                                        JulesV @Lindon
                                        last edited by

                                        @Lindon @orange Thank you for your help!

                                        1 Reply Last reply Reply Quote 0
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