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    Orvillain

    @Orvillain

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    Best posts made by Orvillain

    • RE: Need filmstrip animations

      @d-healey I really like that UI. Very simple, accessible, and smooth looking - for lack of a better word!

      posted in General Questions
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      Orvillain
    • RE: Can We PLEASE Just Get This Feature DONE

      Free mankini with every commercial license???

      posted in Feature Requests
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      Orvillain
    • RE: Orv's ScriptNode+SNEX Journey

      Lesson 5 - SNEX code in a bit more detail.

      So I'm by no means an expert in C or C++ - in fact I only just recently started learning it. But here's what I've sussed out in regards to the HISE template.... and template is exactly the right word, because the first line is:

      template <int NV> struct audio_loader
      

      Somewhere under the hood, HISE must be setup to send in an integer into any SNEX node, that integer corresponding to a voice. NV = new voice perhaps, or number of voices ????

      The line above declares a template that takes this NV integer in, and creates a struct called audio_loader for each instance of NV. Indeed we can prove this by running the following code:

      template <int NV> struct audio_loader
      {
      	SNEX_NODE(audio_loader);
      	
      	ExternalData data;
      	double note = 0.0;
      	
      	// Initialise the processing specs here
      	void prepare(PrepareSpecs ps)
      	{
      
      	}
      	
      	// Reset the processing pipeline here
      	void reset()
      	{
      		
      	}
      	
      	// Process the signal here
      	template <typename ProcessDataType> void process(ProcessDataType& data)
      	{
      
      	}
      	
      	// Process the signal as frame here
      	template <int C> void processFrame(span<float, C>& data)
      	{
      
      	}
      	
      	// Process the MIDI events here
      	void handleHiseEvent(HiseEvent& e)
      	{
      		double note = e.getNoteNumber();
      		Console.print(note);
      
      	}
      	
      	// Use this function to setup the external data
      	void setExternalData(const ExternalData& d, int index)
      	{
      		data = d;
      	}
      	
      	// Set the parameters here
      	template <int P> void setParameter(double v)
      	{
      		
      	}
      };
      
      

      There are only three things happening here:

      1. We set the ExternalData as in a previous post.
      2. We establish a variable with the datatype of double called 'note' and we initialise it as 0.0. But this value will never hold because....
      3. In the handleHiseEvent() method, we use e.getNoteNumber() and we assign this to the note variable. We then print the note variable out inside of the handleHiseEvent() method.

      Now when we run this script, any time we play a midi note, the console will show us the note number that we pressed. This is even true if you play chords, or in a scenario where no note off events occur.

      That's a long winded way of saying that a SNEX node is run for each active voice; at least when it is within a ScriptNode Synthesiser dsp network.

      The next line in the script after the template is established is:

      SNEX_NODE(audio_loader);
      

      This is pretty straight forward. The text you pass here has to match the name of the script loaded inside your SNEX node - not the name of the SNEX node itself.

      2aa2dbe0-4ea2-40b8-8a45-49d96ada26ec-image.png

      Here you can see my SNEX node is just called: snex_node.

      But the script loaded into it is called audio_loader, and so the reference to SNEX_NODE inside the script has to also reference audio_loader.

      posted in ScriptNode
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      Orvillain
    • RE: scriptAudioWaveForm and updating contents

      @d-healey said in scriptAudioWaveForm and updating contents:

      @Orvillain Did you try, AudioWaveform.set("processorId", value); ?

      Yeah I did, and it does update it based on a follow up AudioWaveform.get('processorId') call - but the UI component doesn't seem to update, and still shows data from the previous processorId. When I compile the script, then the UI updates one time... but not on subsequent calls to the set method.

      I figured I needed to call some kind of update() function after setting the processorId, but no such luck so far.

      posted in General Questions
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      Orvillain
    • RE: UI Design - AI?

      They're all crap quite honestly.

      posted in Presets / Scripts / Ideas
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      Orvillain
    • RE: Getting debug output to the compiler console..

      Hey apologies for the bump. But I got this to work by putting:
      JUCE_LOG_ASSERTIONS=1

      into the preprocessor definitions and then rebuilding. I get data from my custom c++ node printing to the visual studio log:
      947b7f47-31e0-48be-ad66-7de6be45afe0-image.png

      It wasn't working until I did that.

      posted in C++ Development
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      Orvillain
    • RE: Orv's ScriptNode+SNEX Journey

      @Orvillain

      Lesson 4 - SNEX Node layout.

      I'm still wrapping my head around how the SNEX node works.

      The first thing to note is, SNEX code does not support strings. The documentation for HISE does make this clear, but if you haven't seen it yet... then I've told you again! Here's the docs link:
      https://docs.hise.audio/scriptnode/manual/snex.html#getting-started

      As the docs say:
      The Scriptnode Expression Language (SNEX ) is a simplified subset of the C language family and is used throughout scriptnode for customization behaviour.

      Which means that most of the syntax you're used to when writing interface scripts, is just not going to be the same. There are some overlaps however - Console.print() is still used in SNEX scripts. However, print messages only get logged to the console when you put the SNEX node into debug mode. Which you can do by clicking this button:
      13b51aa6-bc19-42f4-a155-79e6a22b5edd-image.png

      From what I can tell, by default we have the following methods:

      • prepare
      • reset
      • process
      • processFrame
      • handleHiseEvent
      • setExternalData
      • setParameter

      Each one of these methods has a purpose. I'm still experimenting to figure out what those are, but here's what I've come up with so far:

      • prepare
        This is called when you compile or initialise your SNEX node, and it seems to run for each audio channel. I would guess this is meant to setup global parameters like sample rate and block size. Things that do not change from voice to voice.
      • reset
        This is called when you trigger a voice, in my case from midi. When using a ScriptNode Synthesiser, the midi passes into the node automatically. This is where you would initialise variables that can hold different values from voice to voice, but that must start out with the same default value each time.
      • process
        Haven't quite figured this one out yet.
      • processFrame
        Haven't quite figured this one out yet.
      • handleHiseEvent
        This is called when you trigger a HiseEvent - typically a midi event. This is where you would parse out your midi notes, velocities, controllers, and program changes; any midi data really.
      • setExternalData
        This is called whenever there is a change to the external data. In our case, that would be the AudioFile we added in previous steps. So for example if you went to the complex data editor for the External AudioFile Slot (in the node editor) and loaded a new file, this method would get called. This is where you would resize any arrays that you're using to store the sample data, for example.
      • setParameter
        This is called whenever a parameter inside the SNEX node is adjusted. You can parse the parameters out by using if statements and checking P against 0, 1, 2, 3, etc, depending on how many parameters you actually have.

      SNEX has some hard-coded variable names, most of which I don't know yet. But a valuable one is "ExternalData". Consider this code:

      template <int NV> struct audio_loader
      {
      	SNEX_NODE(audio_loader);
      	
      	ExternalData data;
      	// Initialise the processing specs here
      	void prepare(PrepareSpecs ps)
      	{
      
      	}
      	
      	// Reset the processing pipeline here
      	void reset()
      	{
      	
      
      	}
      	
      	// Process the signal here
      	template <typename ProcessDataType> void process(ProcessDataType& data)
      	{
      
      	}
      	
      	// Process the signal as frame here
      	template <int C> void processFrame(span<float, C>& data)
      	{
      
      	}
      	
      	// Process the MIDI events here
      	void handleHiseEvent(HiseEvent& e)
      	{
      		
      	}
      	
      	// Use this function to setup the external data
      	void setExternalData(const ExternalData& d, int index)
      	{
      		data = d;
      	}
      	
      	// Set the parameters here
      	template <int P> void setParameter(double v)
      	{
      		
      	}
      };
      

      Most of it doesn't do anything. But we have established that ExternalData is linked to a variable called data. We can also see this in the data table view:

      3432f74b-5161-4a02-bcb4-06589ff748d5-image.png

      Notice how ExternalData is a Data Type, and it is named data. Also notice how it has a variety of sub attributes - dataType, numSamples, numChannels, etc.

      Let's swap out the file loaded in the AudioFile editor:
      ae436812-4ef9-4d74-b7c7-1b01d056c4d5-image.png

      Notice how numSamples has updated, and also numChannels.

      Back to the code:

      // Use this function to setup the external data
      	void setExternalData(const ExternalData& d, int index)
      	{
      		data = d;
      	}
      	
      	// Set the parameters here
      	template <int P> void setParameter(double v)
      	{
      		
      	}
      

      The data variable we established as ExternalData at the top of the script, is now actually having the data pushed into it by the setExternalData method - which has two inputs; "d" and "index".

      This shows the very very basics of getting sample data into a SNEX script. But we're still not doing anything with it yet.

      posted in ScriptNode
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      Orvillain
    • RE: Orv's ScriptNode+SNEX Journey

      @d-healey I don't mean to be rude, but please don't distract from the purpose of this thread. Beautiful code and efficient code isn't the point here.

      The point is to demonstrate how the API works, and for there to be a resource for people who come along in the future looking to do sample loading from their scripts, and looking to do advanced things in ScriptNode or SNEX.

      I know full well that in a real world scenario, you wouldn't specify a bunch of files each as an individual const, and you'd put them in a key value pair inside of an array, or perhaps a function acting as a meta-object.

      posted in ScriptNode
      O
      Orvillain
    • RE: Orv's ScriptNode+SNEX Journey

      @Orvillain

      Lesson 3 - using the SNEX node with sample content.

      This one is something I'm still getting my head around. @Christoph-Hart kindly provided a one shot SNEX node demo, which you can find by going to the example snippet browser in the Help menu:

      9dc656c3-1c19-4519-a65b-23a8b0f68951-image.png

      This will open a whole new window where you can experiment with snippets. Maybe I'll go over the specific snippet in another post, but for this one... we're starting fresh, and we're going to just do the basics.

      So.... here we have a basic interface script that gives us some file const references, an AudioSampleProcessor retreiving the AudioSampleProcessor from a Scriptnode Synthesiser in our module tree. That synthesiser has a DspNetwork assigned to it:

      694c0445-52bf-4463-9e87-26e544831daf-image.png

      Right now, if we run the code... it will fail to find the AudioSampleProcessor as explained above. Let's add a SNEX node:
      79d066a0-73ee-4e1a-95db-b38bf740fc4b-image.png

      When you do this, it will be blank. You will need to click the three dot menu icon and choose "create new file" - strangely enough, you have to do this even when creating an embedded network. But fine. Let's do it:
      bb7e6551-caff-4400-a6df-a48dc78ca076-image.png

      We need to give it a name:
      40eba1f6-f540-44cf-a267-eec804013f1e-image.png

      At this point, the node becomes active, indicated by the green highlight text:
      644f74ac-0bb3-4dff-b3c8-aa7a1857925e-image.png

      Now if you open the same menu, you get more options:
      335c2077-daf7-41c7-a48e-d0a8bf3b4faa-image.png

      We're going to select 'Add AudioFile':
      bdc1ef26-6564-497a-88cf-c936e11b18fe-image.png

      You can see that now there is an extra icon in the SNEX node, which opens the AudioFile "Complex Data Editor" panel.

      We can add an External AudioFile Slot using the icon on the right hand side:
      1f59716d-91f4-46c7-9acf-06dc11862eee-image.png

      And now you can see that the data editor will display whatever sample you assign to that AudioSampleProcessor from your script:
      fbdb8b3a-79c1-4f4c-89f8-0b16ad744232-image.png

      So here we see that file_r has been loaded into the buffer, and if we wanted to do file_f instead we could change the code to do that:
      8a440106-6b99-411d-92a1-9bb2cbdc1bf6-image.png

      Note - you will not be able to playback the audio at this stage, as your SNEX code will be completely empty. If you click the icon on the right side, it will open the code editor for this SNEX node:
      74b46993-1131-4f9e-905d-5606bc69f521-image.png

      So whilst the data is loaded, our code isn't doing anything with it.

      posted in ScriptNode
      O
      Orvillain
    • RE: Orv's ScriptNode+SNEX Journey

      @Orvillain

      Lesson 2: loading samples.

      Loading samples into an AudioSampleProcessor can be done by running a .setFile() call on the retrieved AudioSampleProcessor object.

      However, on Windows, it is very easy to make this crash.

      3e9a7976-b21d-43eb-bb54-81a1e310ae4a-image.png

      Consider the above image. The backslashes in files a-r, will cause HISE to crash to the desktop if you try to load any of those files into the AudioSampleProcessor.

      file_s has double backslashes, and this does not seem to crash.

      Another way to ensure the file loads, is to just use forward slashes:
      dd73d3fc-85f7-467c-9db4-c7e995dbac7d-image.png

      posted in ScriptNode
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      Orvillain

    Latest posts made by Orvillain

    • RE: How does a custom c++ interface with one of its display buffers?

      @HISEnberg I'm afraid not! I gave up after I figured out how to pipe what I needed through a global cable, and then HISEscript takes over and plots it to a script panel. So I never really went back.

      posted in C++ Development
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      Orvillain
    • RE: custom node compile log on Mac vs Windows

      @Lurch Cheers dude! I'll check it out!

      posted in C++ Development
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      Orvillain
    • RE: Trying to compile C++ DSP info in HISE/load into Scriptnode

      stmlib is a library for Mutable DSP operations. I don't believe it is intended for desktop use.

      Your error seems to be "Bad CPU type in executable" - which would back that up. You'd need to port the code over, not just import the library.

      (I think!)

      posted in General Questions
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      Orvillain
    • RE: C Major another Audio language

      @oskarsh Small world - I knew them when we all worked at ROLI!

      posted in C++ Development
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      Orvillain
    • RE: custom node compile log on Mac vs Windows

      @Orvillain

      Ahhhhh... idiot. Open XCode. Compile it from there. Logging info is usable.

      Even so... would be good if HISE could show the log directly.

      posted in C++ Development
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      Orvillain
    • custom node compile log on Mac vs Windows

      Heya, sorry if this is a n00b question, but I couldn't find a thread on it.

      When I compile a custom c++ node on Windows, when it fails, I get the line where it failed showing up in the compile console, and I can easily debug it.

      But on MacOS I get no useful information at all. Is this intended, or is my environment setup incorrectly?

      Ironically, where I'm at right now is my node compiles on Windows perfectly. It doesn't compile on MacOS, and I'm struggling to get to the bottom of it without a good log.

      posted in C++ Development
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      Orvillain
    • RE: C Major another Audio language

      @Christoph-Hart What do you think of Cmajor these days?? I went to an Audio Programmer API event last year where Jules and Cesare presented their Pro 52 revival project, and it was very interesting. Do you see any applicability for HISE in the future?

      posted in C++ Development
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      Orvillain
    • RE: Oversampling Softclipper

      @xander You need to band limit the soft clipping circuit somehow. Not sure if this needs adding to your faust code, or if you can put a filter after it in the network, but essentially.... non-linear clipping/saturation/distortion can create harmonics that far exceed your sampling rate and nyquist; and they end up folding back into lower frequencies. You'll need to handle it by filtering.

      Look into FIR filtering within faust, maybe it is something you can add inside the algorithm.

      posted in ScriptNode
      O
      Orvillain
    • RE: Getting debug output to the compiler console..

      Hey apologies for the bump. But I got this to work by putting:
      JUCE_LOG_ASSERTIONS=1

      into the preprocessor definitions and then rebuilding. I get data from my custom c++ node printing to the visual studio log:
      947b7f47-31e0-48be-ad66-7de6be45afe0-image.png

      It wasn't working until I did that.

      posted in C++ Development
      O
      Orvillain
    • RE: Pitch shifting when smoothing a delay

      @Christoph-Hart Right, gotcha!

      That was the one I tried to use initially, but it still glitched. I guess this is because it only has two buffers and can't keep up with the requested delay time shifts fast enough???

      I'm okay with the pitch shift. I was just curious if there was another container type that would handle that, but I guess not!

      posted in General Questions
      O
      Orvillain