@bendurso @Lindon
After doing some digging about global mods and hardcoded fx after having trouble with exported plugins I found this thread.
Can I just ask, do you just open the projucer file after exporting from HISE, add the hardcoded mods in and then save/open in ide? No other steps?
Have tried that without success is all so just wondering. Also have the ‘enable sound generator fx’ ticked.
Thanks.
Chris.
Posts
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RE: How to use NUM_HARDCODED_FX_MODS & NUM_HARDCODED_POLY_FX_MODS?
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RE: global time mod invert script
@Lindon of course it is, thankyou.
I think I tried that with intensity and had to do it the way I posted for it to work so I just went straight to that for inverting.
Need to stop asking questions at 11pm when I’ve been going since dawn.
Thanks -
global time mod invert script
Hi All,
Back for another facepalm moment but its been a long day.I have a group of filters that I'm modulating with shared controls.
I have an LFO in the global mod container and am trying to make a knob that sets intensity for multiple filters mods at once, and a button that inverts the modulation for multiple filters mods at once.
I made the intensity control no problem, but with the inverted button...
I have used:
GlobalTimeVariantModulator1.Inverted(value);
but getting function not found.
Would anyone like to tell me the really obvious thing I'm missing please?Example snippet:
HiseSnippet 1271.3oc2X80aaTDDeOauUwFZEoTg.DHcJO4BQQN+yIQQHbiSbwh3Dm5z.R8gp02sW7pbd2i61KfEpRva8M9pgDOw2B9F.yd2Ze203XabSaC3Gr7tyL69amcleyrtsuvhFDH7QFkNcfGEY793NC3xd06QXbTy8ilvxm4Ikz.IZuAdjf.pMxvH+iUZXTr.J5ye806QbIbKZxTHzYBlE8PVelLY1109VlqaChM8TV+TZuQslVBdcgqHDPSdbEjGw5Bx4ziHJ0xgQeCInGx3KvVjJUcr5tiSE5Za4X2cqtzM1jtiMcmpaasoy1at85qQWe6pHi6bfMSJ76HI.5QFE1SXOnSOwOxi2fyXArttT0fUQcfcNd5FBWa0QTMKpdOlqc6gto.Dx.2NwokO1o8.bKlMaz7INuOHRfYhEocfF4xBu7Yf2pWG7FCjLRAoBwPZQ80VhDEddObStj56Pf6ozPIVWTtfb35BPCtbk9jKnM7gAirnb0JUV1D95g6VpDbWEHMuj3atWnTJ3qZ9UlCM8bprtnumfCCJujV9RfUIFcXiiaIrCcIv4WYZTPmxvQyVdIPGyDkxZ+icEcItpHnyH9LBWN0UK1BSkIlZat1UuAyENyYVoCbbnVvoQKRoeoRLtKiSMcB4VRlfaJ35CqxS3KbKaMzMr7kD2P5CK8ykJNAnuRS9kTeI0tbr56V5E6VZJd0UBTyGsc0IttcgjlxuJNTfMEHORHoGyKGglRunj4qJxwYrxzKlK0erhUmH+IYXYdX+tT+kMS7EJEgP1r4A2Y1xCrh8KoTTvaxYxi8n5wSNQFocrp7GMBAUkQYO2Sm8D6FQLXQJh09TTD7SSygdZy8IRxvEBVSXe7fKRl53XrO8RfFLNsrHdeZvERgWjt5aSvCLCa6OATOF+IraCT+3kQboWIsGHbFFMklERwUqE.WIYR8Uo27.lbPZt7+ETSUlH0zrBwEwsYRqdiGi4FCFAm8aBLpIzuKNNeOAfEvM994k8txrydWLd+uOtsvcfWOAmYEy3DAhhXM8yDJDiPM7o+PHkak3sd4eT6jzWufaNU.7GW6jPhah28WZc2e8Q6w7DtD+WWO+TJbUXFCO9H7nCk46j33LWRKDizOCe8T4Qn1DO4hNSG+OMfdJIBfJEhqMn9czjQbNpFi.RGNMhrMZ3M10yrm7pBAestXJLaWLSgQeFw6mf0Q2lpnp+6f66gO41EX0IBepNNOAxPUP.zZVqOeXZvH4liTXRLY+9r9jBuY9IEF4eSvb815U.2LkZ+vqbcD7thHcwXXhwPq9ZOU1l9mNvzYxJ4WstGZgZpnhlIAU09sZeG4RpivuutgrQqzgzyg8L8LmRgFzfW.XkN.rSegP1iwOOar1CpcnP3c.WQLamdQZ2iDnZoFZSOyx.K6ohVj.nbdcWg0EoE17btvmF2ld54qGFHE8Gd.hH66HodwEBdFt5Fq.eb9R026TG9Z8iuYFeCVwO2LGkphDFckqhItkyNGi3L8obKGwSro67+utoazSDgRHItEQ5yTur5nv9cfxDVTX2gtobCTOxJmJmKdbE03nDWJ2NZveCezBWUM1PKb0gBeqrG8IV9hmaE+9UUB1BQy.madz+aVQbK0Xyw7r09PQomaYkcothgqMuFt97Z3FyqgaNuFVcdMbq40vsmtgpdFdTHv2GmZhPsZePLSuwnxLF4Q+CTXc3iL
Thanks all.
Chris -
RE: Sliderpack first time
@d-healey Thankyou, I had it in my head that the processor id wasn’t in the inspector for slider packs.
Facepalm.
Thanks as always -
Sliderpack first time
Hi all,
Forgive my ignorance on this one and please point me in the direction of previous topics.
I just want to make the sliderpack on a ui link to the steps in an Lfo in step mode.
I’ve seen a few examples of other uses for slider packs and can see they seem to involve linking to a data pack?
Is that the best way to do it?
I can’t find an existing parameter for steps to assign it to.
I’m sure someone who knows better will point out it’s a single line of code.
Thanks
Chris -
RE: Build failed CompileC
@d-healey I’ll pack one up tomorrow and see if I can get it over to you, what’s the best way?
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RE: Build failed CompileC
@d-healey Yep. Doesn't make a difference.
Even on a brand new project, new script fx, tried to export to dll just that one new network and same error.
Can export a new project that uses pre-exported dll's, just can't export any existing project started before sequoia or compile any networks of any kind regardless of when they were created. -
RE: Build failed CompileC
@d-healey it won’t let me. I get the same error trying to compile the networks as if I try to export the fx, the folder location in the error just changes from the project binaries folder to the dsp network binaries folder.
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RE: Build failed CompileC
@d-healey thanks for replying again.
yes to all.
This error only seems to be occurring when I’m trying to export projects I created before the update.
Creating new fx with stock HISE/scripnode/scriptnode w/ Faust all exporting fine. -
RE: Build failed CompileC
@Lindon @d-healey just to share the actual error, this is what I get every time I try and export anything I created before updated to sequoia (in this case I tried to reexport and released plugin to see what happened):
CompileC /Volumes/Projects/Dev/Hise/Breakshaper/Binaries/Builds/MacOSX/build/Breakshaper.build/Release/Breakshaper\ -\ Shared\ Code.build/Objects-normal/x86_64/factory.o /Volumes/Projects/Dev/Hise/Breakshaper/AdditionalSourceCode/nodes/factory.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler (in target 'Breakshaper - Shared Code' from project 'Breakshaper')
The location changes dependant on project but the same:
"Code.build/Objects-normal/x86_64/factory.o" and
"AdditionalSourceCode/nodes/factory.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compile" -
RE: Build failed CompileC
@Lindon Nope. Same error.
Might have to bite the bullet and rebuild it from scratch. Can copy the interface script and dsp network dll’s over and see what happens. -
RE: Build failed CompileC
@Lindon on an m1 Mac mini, project is on an external ssd.
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RE: Build failed CompileC
@d-healey Yeah for the Mac/pc that was the case but now I've just going through testing component by component. It's letting me export a new plugin I build with each of the hardcoded fx in it (was going through trying each one to see if ones of those is causing it) but then those are instantly causing daw to crash when I try and load it.
So it seems DSP networks aren't causing the CompileC errors (just crashing anyway).
Noticed that initially I was getting the error, and it was stating a location inside the dspnetworks/binaries/builds folders, tried deleting those to see what happened and the error repeated, but changed location to the project binaries/builds folders.
More digging.Edit: The reason I went for the DSP networks as the initial lead was because im getting the same error when I try and recompile the networks as DSP.
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RE: Build failed CompileC
@Lindon I did. Latest branch.
I remember I had a similar issue when exporting a plugin I built on my Mac, on my pc, and it was the scriptnode networks causing an issue.
Trying to remember what i did then and seeing if that will work.
I need to document better.